| | |
| | | for (int idx = 0; idx < mgr.listAgent.Count; idx++) |
| | | { |
| | | Agent eag = mgr.listAgent[idx]; |
| | | Vector3 fpos = eag.transform.position; |
| | | fpos.y = 0; |
| | | float dist = Vector3.Distance(fpos, pos); |
| | | |
| | | if (radius < dist) |
| | | continue; |
| | | |
| | | bool isDeath = eag.isDead; |
| | | |
| | | if (eag.AgentType == SpawnAgentType.BubbleBomb) |
| | |
| | | } |
| | | else |
| | | { |
| | | Vector3 fpos = eag.transform.position; |
| | | fpos.y = 0; |
| | | float dist = Vector3.Distance(fpos, pos); |
| | | if (radius < dist) |
| | | continue; |
| | | |
| | | float damage = slinfo.skilleffect[2]; |
| | | damage += (slinfo.skilleffect[1] / 100.0f * eag.configuration.maxHealth); |
| | | damage = (float)Math.Floor(damage); |